;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1999 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civilopedia: Civilization Advances

@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows government form of same name.
^Allows workers to build defences.
^Allows workers to build airbases.
^Allows workers to build railroads.
^Allows workers to improve farmland.
^Increases the effect of Newspapers.
^Increases the effect of Shopping Malls.
^Worth bonus points for final score.
^Increases ship movement rates by one.
^Improves jet engine thrust by 25%.
^Free advance for first to discover.
^Decreases the effect of Propaganda.
^Cancels the effect of


@PEDIAPICKUNIT
@width=660
@columns=3
@listbox
@title=Civilopedia: Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Recon. 
^Ignore ZOC.
^Amphibious.
^Sonar.
^Fighter.
^Coastal.
^Ignore Defences.
^Fleet Carrier.
^Airborne.
^Pioneer.
^Anti-Armour.
^Fundies Only.
^One-Shot.
^Anti-Aircraft.
^Sub Hunter.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: City Improvements

@PEDIAIMPROVE
@width=600
@title=City Improvement
^^%STRING0
^

@;Palace
@PEDIAIMPROVE1
 Removes corruption in the home city....
 Removes corruption in nearby cities....

@;Barracks
@PEDIAIMPROVE2
 City produces improved ground units.....
 Heals any wounded troops in the city....

@;Granary
@PEDIAIMPROVE3
 NOT USED....

@;Temple
@PEDIAIMPROVE4
 +2 content citizens.

@;Marketplace
@PEDIAIMPROVE5
 +50% TAX and WAR output.

@;Library
@PEDIAIMPROVE6
 +50% SCI output.

@;Courthouse
@PEDIAIMPROVE7
 -50% corruption. 

@;City Walls
@PEDIAIMPROVE8
 x3 unit defence against ground attack.

@;Aqueduct
@PEDIAIMPROVE9
 NOT USED....

@;Bank
@PEDIAIMPROVE10
 Rail Station improvement required........
 +50% TAX and WAR output.

@;Cathedral
@PEDIAIMPROVE11
 +3 content citizens.

@;University
@PEDIAIMPROVE12
 Design Bureau improvement required....
 +50% SCI output.

@;Mass Transit
@PEDIAIMPROVE13
 NOT USED....

@;Colosseum
@PEDIAIMPROVE14
 +3 gold for American cities...

@;Factory
@PEDIAIMPROVE15
 +50% resource production in city.

@;Mfg. Plant
@PEDIAIMPROVE16
 Factories improvement required.............
 +50% resource production in city.

@;SDI Defense
@PEDIAIMPROVE17
 Home city protected from atomic attack.
 +3 tiles around city also protected.

@;Recycling Center
@PEDIAIMPROVE18
 NOT USED....

@;Power Plant
@PEDIAIMPROVE19
 +50% Soviet factory output.

@;Hydro Plant
@PEDIAIMPROVE20
 NOT USED....

@;Nuclear Plant
@PEDIAIMPROVE21
 NOT USED....

@;Stock Exchange
@PEDIAIMPROVE22
 Production Plant improvement required.
 +50% TAX and WAR output.

@;Sewer System
@PEDIAIMPROVE23
 NOT USED....

@;Supermarket
@PEDIAIMPROVE24
 +50 food from farmed city tiles.

@;Superhighways
@PEDIAIMPROVE25
 +50 trade on all railroad tiles.

@;Research Lab
@PEDIAIMPROVE26
 Laboratory improvement required.........
 +50% SCI output.

@;SAM Missile Battery
@PEDIAIMPROVE27
 x2 unit defence against aerial attack.

@;Coastal Fortress
@PEDIAIMPROVE28
 x2 unit defence against naval attack.

@;Solar Plant
@PEDIAIMPROVE29
 +50% Fascist factory output.

@;Harbor
@PEDIAIMPROVE30
 +1 food from nearby ocean tiles.

@;Offshore Platform
@PEDIAIMPROVE31
 +1 resource from nearby ocean tiles.

@;Airport
@PEDIAIMPROVE32
 City produces improved aerial units........
 Heals any wounded planes in the city....

@;Police Station
@PEDIAIMPROVE33
 NOT USED....

@;Port Facility
@PEDIAIMPROVE34
 City produces improved naval units........
 Heals any wounded ships in the city.....

@;Transporter
@PEDIAIMPROVE35
 NOT USED....

@;SS Structural
@PEDIAIMPROVE36
 NOT USED....

@;SS Component
@PEDIAIMPROVE37
 NOT USED....

@;SS Module
@PEDIAIMPROVE38
 NOT USED....

@;Capitalization
@PEDIAIMPROVE39
 Converts output into trade.

@;Pyramids
@PEDIAIMPROVE40
 Granary effect in all cities.

@;Hanging Gardens
@PEDIAIMPROVE41
 +1 happy citizen in every British city.

@;Colossus
@PEDIAIMPROVE42
 +1 trade in each trade tile in Hong Kong.

@;Lighthouse
@PEDIAIMPROVE43
 All new ship units are given Elite status.
 +1 movement to all ships.

@;Great Library
@PEDIAIMPROVE44
 NOT USED....

@;Oracle
@PEDIAIMPROVE45
 x2 effect to all Soviet newspapers.

@;Great Wall
@PEDIAIMPROVE46
 Fortifications in all Soviet cities.

@;Sun Tzu's War Academy
@PEDIAIMPROVE47
 New ground units start with Elite status.
 Victorious units are promoted to Elite status.

@;King Richard's Crusade
@PEDIAIMPROVE48
 +1 resource for all tiles around Stalingrad.

@;Marco Polo's Embassy
@PEDIAIMPROVE49
 NOT USED....

@;Michelangelo's Chapel
@PEDIAIMPROVE50
 Counts as Propaganda in each city.

@;Copernicus' Observatory
@PEDIAIMPROVE51
 Doubles the SCI output of Hamburg.

@;Magellan's Expedition
@PEDIAIMPROVE52
 +2 movement to all Japanese ships.

@:Shakespeare's Theatre
@PEDIAIMPROVE53
 All citizens in Berlin are content.

@;Da Vinci's Workshop
@PEDIAIMPROVE54
 NOT USED....

@;J.S. Bach's Cathedral
@PEDIAIMPROVE55
 -2 unhappy citizens on the continent.

@;Isaac Newton's College
@PEDIAIMPROVE56
 x2 output for SCI buildings in city.

@;Adam Smith's Trading Co.
@PEDIAIMPROVE57
 Pays all maintenance costs of 1.

@;Darwin's Voyage
@PEDIAIMPROVE58
 NOT USED....

@;The Statue of Liberty
@PEDIAIMPROVE59
 STRATEGIC TARGET.

@;The Eiffel Tower
@PEDIAIMPROVE60
 STRATEGIC TARGET.

@;Women's Suffrage
@PEDIAIMPROVE61
 Decreases war unhappiness by 1.

@;Hoover Dam
@PEDIAIMPROVE62
 Extra output to every city.

@;Manhattan Project
@PEDIAIMPROVE63
 Researching atomic bombs.

@;United Nations
@PEDIAIMPROVE64
 NOT USED....

@;Apollo Program
@PEDIAIMPROVE65
 NOT USED....

@;SETI Program
@PEDIAIMPROVE66
 Doubles total SCI output.

@;Cure for Cancer
@PEDIAIMPROVE67
 +1 happy citizen in every city.

@PEDIAGOVT
@width=600
@title=Government
Governments cannot be changed.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Anarchy
Anarchy represents not so much a government 
type as the lack of any stable government. 

@PEDIAGOVT1
@width=600
@title=Despotism
This government is not available in Dictator.

@PEDIAGOVT2
@width=600
@title=Imperialism
^UNIT SUPPORT
Each city gets +6 free units.
Workers do not require food.
^
^HAPPINESS
Up to three military units in a city will institute
Martial Law, making THREE unhappy citizens content.
^
^CORRUPTION AND WASTE
Imperialism has a MODERATE rate of corruption and waste.  
Corruption in a particular city is based on distance from the capital.
^
^SPECIAL
The TAX/SCI/WAR rates are capped at 70%.

@PEDIAGOVT3
@width=600
@title=Militarism
^UNIT SUPPORT
Each city gets +4 free units.
Workers do not require food.
^
^HAPPINESS
Up to three military units in a city will institute
Martial Law, making SIX unhappy citizens content.
^
^CORRUPTION AND WASTE
Under Militarism, state control of the economy promotes efficiency.
Your cities, therefore, experience very little corruption.
^
^SPECIAL
The TAX/SCI/WAR rates are capped at 80%.

@PEDIAGOVT4
@width=600
@title=Fundamentalism
This government is not available in Dictator.

@PEDIAGOVT5
@width=600
@title=Parliamentism
^UNIT SUPPORT
Each city must provide support for all units.
Workers require two food rations ber turn.
^
^HAPPINESS
Each city is allowed one military unit that can embark on missions.
Any additional military unit which is not in a friendly city 
(or within 3 spaces of a friendly city) causes one 
citizen in its home city to become unhappy.
^
^CORRUPTION AND WASTE
Parliamentism has a LOW rate of corruption and waste. 
Corruption in a particular city is based on distance from the capital.
^
^SPECIAL
Parliamentism allows each square which ordinarily produces 
at least one trade unit to produce +1 extra trade unit.
The TAX/SCI/WAR rates are capped at 80%.

@PEDIAGOVT6
@width=600
@title=Democracy
This government is not available in Dictator.

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